Adventures in Arcadayn
The Krithian Empire
By Tim Emrick


Ruler: Emperor Brand IV; Empress Carimine.

Capital: Krynan.

Symbol/Arms: Red field with a gold dragon rampant above a silver castle.

Arms of the Krithian Empire


Culture Level: Civilized.

Currency: Imperial [secular government]: bronze Quarrel ($.01), copper Pilum ($.10), silver Centurion ($1) & Cadre ($10), gold Legion ($100).

Celestian [religious]: bronze Candle ($.01), silver Stellar ($1) & Lunar ($10), gold Solar ($100).

Divisions: 4 duchies: Eastmarch, Northmarch, Southmarch, Westmarch.

Government Type: Monarchy (Autocracy)/Feudality.

Languages: Krithian (M/A), Sivian (traders & visitors, M/A), Desert Tongue (Desert Men, M/A, several dialects), Old Krithian (original imperial language, now "dead" except for ritual use, M/A), Anbarrut (southern dwarves, M/A), Kurbesso (eastern gnomes, M/A).

Population: [TBD]

Racial Stock: Krithians belong to the southern branch of the fair-skinned Anidel race of men who first settled Arcadayn. Most Krithians have brown or black hair (rarely blond) and brown or gray eyes (rarely amber), though other coloring is possible is the ancestry was mixed with Dalemen (red hair, blue or green eyes) or Desert Men (darker skin and eyes). A rare few bloodlines have Ongrican features (including a tendency towards hirsute and swarthy).

Desert Men are considered minorities (10-point Social Stigma) in the Empire.


Geography: The Krithian Empire stretches from the Great Sea in the north to the Ongrican Mountains in the south, and from Kurbesim in the east to the Landrings and Sandmarch desert in the west. The inland Sea of Krith separates three of the four duchies of the Empire: Northmarch, an area of plains between the two seas, and the oldest territory of the Empire; Eastmarch, a land of forests and meadows between Visala and Kurbesim; and Southmarch, a strip of wooded foothills at the base of the Ongrican Mountains. The fourth duchy, Westmarch, is composed of the Yangar River valley and the steppes between the desert and the Great Sea. Krith also claims the rocky coasts along the northern Landrings, but has yet to establish a stable colony here.

Climate: Northmarch and coastal Eastmarch (within 50 miles of sea) are warm and rainy. Southmarch, Westmarch and inland Eastmarch are warm with dry summers, except for inland plains in Westmarch, which are steppe.

Agriculture & Resources: See duchies for details.

Religions: The Celestian Church is the state religion, with the Quadralunic Cults being the most popular (and tolerated) second choice. Saints Celberic and Theodon are popular patrons; St. Ororant has declined in favor since the Krithian Asanos was lost.

By law, the Emperor is always a layman, but he is advised by the Paragons of the six orders of the Celestian Church.

Krithians who worship any other gods have the "second-class citizen" social stigma. Visible minority religions include Bloodletter Cults (within certain military units), Druidism (in wilderness areas) and Elemental Faiths. (Note: Uralor's Elemental cult is considered heretical by Krithian Celestians.) The Demon Cults are explicitly illegal.

Military: Krithians tend to prefer simple weapons with good damage (Axe/Mace, Broadsword), long reach (Lance, Polearm, Spear) and/or long range (Crossbow). Shortswords are the most common secondary weapon (and often a primary weapon for light troops). Short bows are harder to use, but highly valued.

For troop types, see "Hyborian Troop Types" or "Yrth Armies", pp. CII 125-128. Hevay Cavalry [HC] are knights, and often Elite; Medium Cavalry [MC] are the backbone of the Westmarch legions; Light Cavalry [LC] are auxiliaries to infantry legions elsewhere. Most legions are Medium Infantry [MI]; most militia are Light Infantry [LI]. Heavy Infantry [HI], Pikemen [PI], and Irregular Infantry [II] also exist, but are less common. Specialists include Miners [MN] and the crews of Small and Large Siege Engines [SE, LE]; these fight as II in open battle. The Imperial army is divided into HI, MI, and LI legions (plus MC legione in Westmarch); most are Seasoned or better. Private armies are typically Green to Seasoned, and equipped similarly to the legions they most resemble.

The military maintains a system of communication by horse post, as well as using the sea lanes.

Krithian Infantry Legions: The basic unit of the Krithian army is the company of 80-100 men. Each company is divided into squads of ten, led by a petty officer (Rank 1). Each company also has 2-4 standard bearers (Rank 2 petty officers). The company commander is a Captain (Rank 4). Each captain has 1-3 personal assistants (Lieutenant, Rank 3).

A cohort is six companies (480-600 men) led by a Tribune (Rank 5). A legion is ten cohorts (4,000-6,000 men) led by a Legate (Rank 7). First Cohort has the highest status within the legion: its soldiers have the best equipment, its captains are Rank 5, and its Tribune (Rank 6) is second-in-command of the legion. Each legion also has a Prefect of the Camp (Rank 6), who is second-in-command in all non-combat matters.

A legion will also have an auxiliary unit of 120 Light Cavalry (LC) to act as flank support, scouts and messengers. They are organized as if they were a large company.

A large army will be composed of several legions and many auxiliary units. The commander will be a General (Rank 8); this rank may be either an imperial appointment (in a standing army) or a brevet rank given to the senior Legate (if legions join on campaign).

Nonhumans: Bronze dwarves live in the Ongrican Mountains and parts of Southmarch; rock gnomes in the wooded hills near the Kurbesim (Gnome Hills) border; lizard-men in the Yangar River delta; dog-men in the Karyan Steppes; and werehorses in parts of Westmarch. Krith has few other significant populations of sentient nonhumans.

Other Special Groups:

Merchant-Trader Guilds: Krith is home to several wealthy alliances of merchants and traders, who control much of the trade in the Empire. (Some also extend their reach into Visala.) Although commonly called "merchant lords," these men are rarely of noble blood; they are master merchants (Status 2, Very Wealthy or better, Merchant 16+) with good Contacts (5-point Claim of Hospitality within the alliance, and usually several Contacts of various types). The leader(s) of each alliance are Status 3 "Guildmasters."

A typical "merchant lord" would have a base cost of 10 or 15 points as a Patron, while the alliance as a whole would be worth 20 (maybe 25 for the most powerful two or three guilds). Conversely, as an Enemy, the same merchant would be worth -10 points and the guild -20 to -30.

Patricians: Krithian nobles of Status 3+ gain Claim to Hospitality from other nobles of equal or lower status; cost is 2 points per rank of Status over 1. Court barons require their duke's permission to marry. Noblemen go clean-shaven except for a long, drooping mustache.

History: See "History of the Krithian Empire".

Important calendar days specific to Krith include St. Celberic's Day (25 Highsuntide), the most auspicious day of the year to begin a journey, and the Imperial Games (1-7 Heatblight), a royal festival held in Krynan.

Names: Krithian names are Old English or Germanic. Names are formed from a given name (first) and a family name (last).


Return to the Arcadayn index. | Return to the Game Room. | Return to the Lair.

This page last updated 11/5/2003 by Timothy E. Emrick. | Copyright 1998-2003 Timothy E. Emrick.